Update: I set Frames To Wait Before Apply Data as 2, but it didn't solve the issue :( I was somehow able to manage fix that by making new class: public class OnboardingController : QuestGiver { } and i added that new quest to that giver's quest list instead. Then i coded something like that: public ...
tested that, but i think what you did in that patch is: public override void Awake() { base.Awake(); originalQuestList = new List<Quest>(questList); } which from other hand is breaking 2 other things: a) If you have quest giver with such a method: public override void Start() { base.Start(); GiveAll...
i did already, on player that list is empty. if (addNewQuestsSinceSavedGame) { for (int i = 0; i < originalQuestList.Count; i++) { var originalQuest = originalQuestList[i]; if (originalQuest == null) continue; var quest = FindQuest(originalQuest.id); if (quest == null) { // Quest is not in restored ...
Hi ! Yes, it is in database :) Player should have it from the start. To activate that after load should i prepare another script to somehow handle ApplyData() function after deserialization, or maybe there is some condition i can set in quest asset/quest journal ? Autostart conditions are set in the...
Hello ! I have such a case. Im working on a project that already passed first iteration. For that i prepared some quests and that was working. Now im working on second iteration where i will have new questline and i have to support old saves. I thought it will be enough to set "add new quests s...
Hi ! Im curious, is that any option to get a version number from save data without deserializing all the saves ? Our game supports up to 99 slots for saves, each can have ~50mb data inside, which means that checking every version number once player will open loading panel is not an option, that woul...
Hi! Im long user of Dialogue System and now i have to start using also Love/Hate :) However i think i don't fully inderstand the concept behind it. What i'm trying to achieve is that: - My game can randomly spawn/generate hundreds of units in the game. Each unit of course can be gameobject/i'm track...